3.6.1 Short Flow State Scale: Challenge-Skill Balance

I felt like I was competent enough to meet the high demands of the situation.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.9 1.021
Increased Gamification 4.2 1.240
Increased Narrative Agency 4.4 0.883
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q5.1_1 by Q1.1
## Kruskal-Wallis chi-squared = 4.1922, df = 2, p-value = 0.1229
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q5.1_1    60  0.0385 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q5.1_1 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.35    -                     
## Increased Narrative Agency 0.18    1.00                  
## 
## P value adjustment method: bonferroni

3.6.1 Short Flow State Scale: Action-Awareness Merging

I did things spontaneously and automatically without having to think.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.40 1.188
Increased Gamification 3.25 1.164
Increased Narrative Agency 3.45 1.146
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q5.1_2 by Q1.1
## Kruskal-Wallis chi-squared = 0.35427, df = 2, p-value = 0.8377
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q5.1_2    60 -0.0289 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q5.1_2 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1       -                     
## Increased Narrative Agency 1       1                     
## 
## P value adjustment method: bonferroni

3.6.1 Short Flow State Scale: Clear Goals

I had a strong sense of what I wanted to do.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.15 0.933
Increased Gamification 4.00 0.858
Increased Narrative Agency 4.10 1.071
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q5.1_3 by Q1.1
## Kruskal-Wallis chi-squared = 10.759, df = 2, p-value = 0.004611
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q5.1_3    60   0.154 eta2[H] large
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q5.1_3 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.021   -                     
## Increased Narrative Agency 0.013   1.000                 
## 
## P value adjustment method: bonferroni

3.6.1 Short Flow State Scale: Unambiguous Feedback

I had a good idea while I was performing of how well I was doing.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.1 1.252
Increased Gamification 4.3 0.865
Increased Narrative Agency 3.7 1.081
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q5.1_4 by Q1.1
## Kruskal-Wallis chi-squared = 10.785, df = 2, p-value = 0.004551
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q5.1_4    60   0.154 eta2[H] large
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q5.1_4 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.0053  -                     
## Increased Narrative Agency 0.3787  0.1542                
## 
## P value adjustment method: bonferroni

3.6.1 Short Flow State Scale: Concentration on Task

I was completely focused on the task in hand.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.00 1.376
Increased Gamification 3.60 1.273
Increased Narrative Agency 3.95 1.050
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q5.1_5 by Q1.1
## Kruskal-Wallis chi-squared = 5.3067, df = 2, p-value = 0.07042
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q5.1_5    60  0.0580 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q5.1_5 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.475   -                     
## Increased Narrative Agency 0.069   1.000                 
## 
## P value adjustment method: bonferroni

3.6.1 Short Flow State Scale: Sense of Control

I had a feeling of total control over what I was doing.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 2.10 1.165
Increased Gamification 2.85 1.182
Increased Narrative Agency 2.60 0.883
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q5.1_6 by Q1.1
## Kruskal-Wallis chi-squared = 5.87, df = 2, p-value = 0.05313
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q5.1_6    60  0.0679 eta2[H] moderate
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q5.1_6 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.10    -                     
## Increased Narrative Agency 0.17    1.00                  
## 
## P value adjustment method: bonferroni

3.6.1 Short Flow State Scale: Transformation of Time

The way time passed seemed to be different from normal.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.20 1.196
Increased Gamification 3.60 0.821
Increased Narrative Agency 3.85 1.137
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q5.1_7 by Q1.1
## Kruskal-Wallis chi-squared = 4.1988, df = 2, p-value = 0.1225
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q5.1_7    60  0.0386 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q5.1_7 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.97    -                     
## Increased Narrative Agency 0.17    0.66                  
## 
## P value adjustment method: bonferroni

3.6.1 Short Flow State Scale: Loss of self-consciousness

I was not concerned with how Agent Lee and Agent Jay perceived me.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.85 1.268
Increased Gamification 3.65 1.040
Increased Narrative Agency 3.45 1.468
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q5.1_8 by Q1.1
## Kruskal-Wallis chi-squared = 0.92159, df = 2, p-value = 0.6308
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q5.1_8    60 -0.0189 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q5.1_8 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1       -                     
## Increased Narrative Agency 1       1                     
## 
## P value adjustment method: bonferroni

3.6.1 Short Flow State Scale: Autotelic Experience

The experience was extremely rewarding.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.10 1.021
Increased Gamification 3.65 0.933
Increased Narrative Agency 4.05 0.605
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q5.1_9 by Q1.1
## Kruskal-Wallis chi-squared = 9.6989, df = 2, p-value = 0.007833
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q5.1_9    60   0.135 eta2[H] moderate
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q5.1_9 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.269   -                     
## Increased Narrative Agency 0.006   0.534                 
## 
## P value adjustment method: bonferroni

3.6.1 Short Flow State Scale: Overall Flow Score

Overall Flow Score

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.200 0.494
Increased Gamification 3.678 0.574
Increased Narrative Agency 3.728 0.469
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  flow_avg by Q1.1
## Kruskal-Wallis chi-squared = 11.247, df = 2, p-value = 0.003611
## # A tibble: 1 × 5
##   .y.          n effsize method  magnitude
## * <chr>    <int>   <dbl> <chr>   <ord>    
## 1 flow_avg    60   0.162 eta2[H] large
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$flow_avg and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.0378  -                     
## Increased Narrative Agency 0.0034  1.0000                
## 
## P value adjustment method: bonferroni

3.6.2 Player Experience of Need Satisfaction: Autonomy

Autonomy

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.400 1.241
Increased Gamification 4.800 1.089
Increased Narrative Agency 4.983 0.908
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  PENS..Autonomy by Q1.1
## Kruskal-Wallis chi-squared = 18.06, df = 2, p-value = 0.0001198
## # A tibble: 1 × 5
##   .y.                n effsize method  magnitude
## * <chr>          <int>   <dbl> <chr>   <ord>    
## 1 PENS..Autonomy    60   0.282 eta2[H] large
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$PENS..Autonomy and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.00184 -                     
## Increased Narrative Agency 0.00043 1.00000               
## 
## P value adjustment method: bonferroni

3.6.2 Player Experience of Need Satisfaction: Competence

Competence

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 4.20 1.045
Increased Gamification 5.60 1.358
Increased Narrative Agency 5.35 1.235
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  PENS..Competence by Q1.1
## Kruskal-Wallis chi-squared = 11.58, df = 2, p-value = 0.003059
## # A tibble: 1 × 5
##   .y.                  n effsize method  magnitude
## * <chr>            <int>   <dbl> <chr>   <ord>    
## 1 PENS..Competence    60   0.168 eta2[H] large
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$PENS..Competence and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.0069  -                     
## Increased Narrative Agency 0.0214  1.0000                
## 
## P value adjustment method: bonferroni

3.6.2 Player Experience of Need Satisfaction: Relatedness

Relatedness

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.133 1.235
Increased Gamification 4.633 1.556
Increased Narrative Agency 4.100 1.410
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  PENS..Relatedness by Q1.1
## Kruskal-Wallis chi-squared = 9.7705, df = 2, p-value = 0.007557
## # A tibble: 1 × 5
##   .y.                   n effsize method  magnitude
## * <chr>             <int>   <dbl> <chr>   <ord>    
## 1 PENS..Relatedness    60   0.136 eta2[H] moderate
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$PENS..Relatedness and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.013   -                     
## Increased Narrative Agency 0.078   0.746                 
## 
## P value adjustment method: bonferroni

3.6.2 Player Experience of Need Satisfaction: Immersion

Immersion

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.617 1.091
Increased Gamification 4.694 0.952
Increased Narrative Agency 4.361 0.969
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  PENS..Presence.Immersion by Q1.1
## Kruskal-Wallis chi-squared = 8.9381, df = 2, p-value = 0.01146
## # A tibble: 1 × 5
##   .y.                          n effsize method  magnitude
## * <chr>                    <int>   <dbl> <chr>   <ord>    
## 1 PENS..Presence.Immersion    60   0.122 eta2[H] moderate
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$PENS..Presence.Immersion and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.012   -                     
## Increased Narrative Agency 0.174   0.800                 
## 
## P value adjustment method: bonferroni

3.6.3 Player Social Perceptions: Awkward

Awkward

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 4.6 1.667
Increased Gamification 3.7 1.559
Increased Narrative Agency 4.1 1.683
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q9.1_1 by Q1.1
## Kruskal-Wallis chi-squared = 3.2818, df = 2, p-value = 0.1938
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q9.1_1    60  0.0225 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q9.1_1 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.22    -                     
## Increased Narrative Agency 0.99    1.00                  
## 
## P value adjustment method: bonferroni

3.6.3 Player Social Perceptions: Vulnerable

Vulnerable

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 2.7 1.490
Increased Gamification 2.3 1.174
Increased Narrative Agency 2.9 1.714
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q9.1_3 by Q1.1
## Kruskal-Wallis chi-squared = 1.0508, df = 2, p-value = 0.5913
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q9.1_3    60 -0.0167 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q9.1_3 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1       -                     
## Increased Narrative Agency 1       1                     
## 
## P value adjustment method: bonferroni

3.6.3 Player Social Perceptions: Watched

Watched

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 4.35 1.981
Increased Gamification 4.50 1.906
Increased Narrative Agency 5.10 1.944
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q9.1_2 by Q1.1
## Kruskal-Wallis chi-squared = 1.9225, df = 2, p-value = 0.3824
## # A tibble: 1 × 5
##   .y.        n  effsize method  magnitude
## * <chr>  <int>    <dbl> <chr>   <ord>    
## 1 Q9.1_2    60 -0.00136 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q9.1_2 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1.00    -                     
## Increased Narrative Agency 0.53    0.94                  
## 
## P value adjustment method: bonferroni

3.6.4 Robotic Social Attributes Scale: Advisor Robot’s Warmth

Advisor Robot’s Warmth

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.492 1.025
Increased Gamification 4.325 1.146
Increased Narrative Agency 4.083 0.714
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Jay..RoSAS.Warmth by Q1.1
## Kruskal-Wallis chi-squared = 5.58, df = 2, p-value = 0.06142
## # A tibble: 1 × 5
##   .y.                   n effsize method  magnitude
## * <chr>             <int>   <dbl> <chr>   <ord>    
## 1 Jay..RoSAS.Warmth    60  0.0628 eta2[H] moderate
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Jay..RoSAS.Warmth and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.10    -                     
## Increased Narrative Agency 0.25    1.00                  
## 
## P value adjustment method: bonferroni

3.6.4 Robotic Social Attributes Scale: Peer Robot’s Warmth

Peer Robot’s Warmth

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 4.367 0.747
Increased Gamification 4.683 1.217
Increased Narrative Agency 4.775 0.788
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Lee..RoSAS.Warmth by Q1.1
## Kruskal-Wallis chi-squared = 2.1339, df = 2, p-value = 0.3441
## # A tibble: 1 × 5
##   .y.                   n effsize method  magnitude
## * <chr>             <int>   <dbl> <chr>   <ord>    
## 1 Lee..RoSAS.Warmth    60 0.00235 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Lee..RoSAS.Warmth and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1.00    -                     
## Increased Narrative Agency 0.31    1.00                  
## 
## P value adjustment method: bonferroni

3.6.5 Additional Robot and Experience Perceptions: Advisor robot is actively engaged

Agent Jay was actively engaged with me during the experience.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 4.30 1.625
Increased Gamification 5.05 1.701
Increased Narrative Agency 5.10 1.165
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q8.5_4 by Q1.1
## Kruskal-Wallis chi-squared = 3.32, df = 2, p-value = 0.1901
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q8.5_4    60  0.0232 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q8.5_4 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.41    -                     
## Increased Narrative Agency 0.31    1.00                  
## 
## P value adjustment method: bonferroni

3.6.5 Additional Robot and Experience Perceptions: Peer robot is actively engaged

Agent Lee was actively engaged with me during the experience.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.8 2.016
Increased Gamification 5.6 1.231
Increased Narrative Agency 5.4 1.188
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q8.3_4 by Q1.1
## Kruskal-Wallis chi-squared = 10.842, df = 2, p-value = 0.004424
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q8.3_4    60   0.155 eta2[H] large
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q8.3_4 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.0077  -                     
## Increased Narrative Agency 0.0355  1.0000                
## 
## P value adjustment method: bonferroni

3.6.5 Additional Robot and Experience Perceptions: Given the chance, I would participate in this experience in my free time.

Given the chance, I would participate in this experience in my free time.

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 4.10 1.744
Increased Gamification 5.65 1.461
Increased Narrative Agency 5.60 1.273
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q6.1_2 by Q1.1
## Kruskal-Wallis chi-squared = 10.834, df = 2, p-value = 0.004441
## # A tibble: 1 × 5
##   .y.        n effsize method  magnitude
## * <chr>  <int>   <dbl> <chr>   <ord>    
## 1 Q6.1_2    60   0.155 eta2[H] large
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q6.1_2 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.015   -                     
## Increased Narrative Agency 0.015   1.000                 
## 
## P value adjustment method: bonferroni

3.6.6 Coded Free-Response: Peer Robot’s Impression is Positive

Peer Robot’s Impression is Positive

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.40 0.503
Increased Gamification 0.40 0.503
Increased Narrative Agency 0.45 0.510
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 0.13714, df = 2, p-value = 0.9337
## Adjusted p-values used the bonferroni method.
##                                              comparison raw.p adj.p
## 1                    Control vs. Increased Gamification     1     1
## 2                Control vs. Increased Narrative Agency     1     1
## 3 Increased Gamification vs. Increased Narrative Agency     1     1

3.6.6 Coded Free-Response: Peer Robot’s Impression is Negative

Peer Robot’s Impression is Negative

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.15 0.366
Increased Gamification 0.15 0.366
Increased Narrative Agency 0.00 0.000
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 3.3333, df = 2, p-value = 0.1889
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p  adj.p
## 1                    Control vs. Increased Gamification 1.0000 1.0000
## 2                Control vs. Increased Narrative Agency 0.2308 0.6923
## 3 Increased Gamification vs. Increased Narrative Agency 0.2308 0.6923

3.6.6 Coded Free-Response: Peer Robot’s Impression is Neutral

Peer Robot’s Impression is Neutral

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.0 0.000
Increased Gamification 0.2 0.410
Increased Narrative Agency 0.1 0.308
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 4.4444, df = 2, p-value = 0.1084
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p  adj.p
## 1                    Control vs. Increased Gamification 0.1060 0.3181
## 2                Control vs. Increased Narrative Agency 0.4872 1.0000
## 3 Increased Gamification vs. Increased Narrative Agency 0.6614 1.0000

3.6.6 Coded Free-Response: Peer Robot’s Impression is a Mixture of Positive and Negative Attributes

Peer Robot’s Impression is a Mixture of Positive and Negative Attributes

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.45 0.510
Increased Gamification 0.25 0.444
Increased Narrative Agency 0.45 0.510
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 2.2562, df = 2, p-value = 0.3237
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p  adj.p
## 1                    Control vs. Increased Gamification 0.3203 0.9608
## 2                Control vs. Increased Narrative Agency 1.0000 1.0000
## 3 Increased Gamification vs. Increased Narrative Agency 0.3203 0.9608

3.6.6 Coded Free-Response: Advisor Robot’s Impression is Positive

Advisor Robot’s Impression is Positive

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.35 0.489
Increased Gamification 0.55 0.510
Increased Narrative Agency 0.80 0.410
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 8.2805, df = 2, p-value = 0.01592
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p  adj.p
## 1                    Control vs. Increased Gamification 0.3406 1.0000
## 2                Control vs. Increased Narrative Agency 0.0095 0.0286
## 3 Increased Gamification vs. Increased Narrative Agency 0.1760 0.5280

3.6.6 Coded Free-Response: Advisor’s Robot’s Impression is Negative

Advisor’s Robot’s Impression is Negative

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.25 0.444
Increased Gamification 0.00 0.000
Increased Narrative Agency 0.00 0.000
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 10.909, df = 2, p-value = 0.004277
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p  adj.p
## 1                    Control vs. Increased Gamification 0.0471 0.1414
## 2                Control vs. Increased Narrative Agency 0.0471 0.1414
## 3 Increased Gamification vs. Increased Narrative Agency 1.0000 1.0000

3.6.6 Coded Free-Response: Advisor’s Robot’s Impression is Neutral

Advisor’s Robot’s Impression is Neutral

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.20 0.410
Increased Gamification 0.45 0.510
Increased Narrative Agency 0.05 0.224
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 9.1304, df = 2, p-value = 0.01041
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p  adj.p
## 1                    Control vs. Increased Gamification 0.1760 0.5280
## 2                Control vs. Increased Narrative Agency 0.3416 1.0000
## 3 Increased Gamification vs. Increased Narrative Agency 0.0084 0.0251

3.6.6 Coded Free-Response: Advisor Robot’s Impression is a Mixture of Positive and Negative Attributes

Advisor Robot’s Impression is a Mixture of Positive and Negative Attributes

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.20 0.410
Increased Gamification 0.05 0.224
Increased Narrative Agency 0.15 0.366
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 2.0192, df = 2, p-value = 0.3644
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p adj.p
## 1                    Control vs. Increased Gamification 0.3416     1
## 2                Control vs. Increased Narrative Agency 1.0000     1
## 3 Increased Gamification vs. Increased Narrative Agency 0.6050     1

3.6.6 Coded Free-Response: Feeling Positive About the Overall Experience

Feeling Positive About the Overall Experience

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.60 0.503
Increased Gamification 0.95 0.224
Increased Narrative Agency 0.95 0.224
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 11.76, df = 2, p-value = 0.002795
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p adj.p
## 1                    Control vs. Increased Gamification 0.0197 0.059
## 2                Control vs. Increased Narrative Agency 0.0197 0.059
## 3 Increased Gamification vs. Increased Narrative Agency 1.0000 1.000

3.6.6 Coded Free-Response: Feeling Ignored About the Overall Experience

Feeling Ignored About the Overall Experience

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.70 0.47
Increased Gamification 0.20 0.41
Increased Narrative Agency 0.45 0.51
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 10.101, df = 2, p-value = 0.006406
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p  adj.p
## 1                    Control vs. Increased Gamification 0.0036 0.0109
## 2                Control vs. Increased Narrative Agency 0.2003 0.6009
## 3 Increased Gamification vs. Increased Narrative Agency 0.1760 0.5280

3.6.6 Coded Free-Response: Feeling Not Immersed About the Overall Experience

Feeling Not Immersed About the Overall Experience

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 0.45 0.510
Increased Gamification 0.10 0.308
Increased Narrative Agency 0.20 0.410
Chi Squared Test
## 
##  Pearson's Chi-squared test
## 
## data:  new.matrix
## X-squared = 6.9333, df = 2, p-value = 0.03122
## Adjusted p-values used the bonferroni method.
##                                              comparison  raw.p  adj.p
## 1                    Control vs. Increased Gamification 0.0310 0.0929
## 2                Control vs. Increased Narrative Agency 0.1760 0.5280
## 3 Increased Gamification vs. Increased Narrative Agency 0.6614 1.0000

3.6.7 Personality and Prior Experience: Extraversion

Extraversion

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.475 1.272
Increased Gamification 3.725 1.577
Increased Narrative Agency 3.725 1.409
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  tipi_extraversion by Q1.1
## Kruskal-Wallis chi-squared = 0.31015, df = 2, p-value = 0.8563
## # A tibble: 1 × 5
##   .y.                   n effsize method  magnitude
## * <chr>             <int>   <dbl> <chr>   <ord>    
## 1 tipi_extraversion    60 -0.0296 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$tipi_extraversion and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1       -                     
## Increased Narrative Agency 1       1                     
## 
## P value adjustment method: bonferroni

3.6.7 Personality and Prior Experience: Openness

Openness

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 5.125 1.234
Increased Gamification 5.325 1.139
Increased Narrative Agency 5.250 0.896
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  tipi_openness by Q1.1
## Kruskal-Wallis chi-squared = 0.52118, df = 2, p-value = 0.7706
## # A tibble: 1 × 5
##   .y.               n effsize method  magnitude
## * <chr>         <int>   <dbl> <chr>   <ord>    
## 1 tipi_openness    60 -0.0259 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$tipi_openness and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1       -                     
## Increased Narrative Agency 1       1                     
## 
## P value adjustment method: bonferroni

3.6.7 Personality and Prior Experience: Role-Playing Experience

Role-Playing Experience

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 3.90 2.174
Increased Gamification 4.15 1.872
Increased Narrative Agency 4.35 2.368
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q10.2_1 by Q1.1
## Kruskal-Wallis chi-squared = 0.73815, df = 2, p-value = 0.6914
## # A tibble: 1 × 5
##   .y.         n effsize method  magnitude
## * <chr>   <int>   <dbl> <chr>   <ord>    
## 1 Q10.2_1    60 -0.0221 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q10.2_1 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1       -                     
## Increased Narrative Agency 1       1                     
## 
## P value adjustment method: bonferroni

3.6.7 Personality and Prior Experience: Cryptic Puzzle Experience

Cryptic Puzzle Experience

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 4.30 1.658
Increased Gamification 4.50 1.469
Increased Narrative Agency 4.65 2.134
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q10.2_2 by Q1.1
## Kruskal-Wallis chi-squared = 0.73807, df = 2, p-value = 0.6914
## # A tibble: 1 × 5
##   .y.         n effsize method  magnitude
## * <chr>   <int>   <dbl> <chr>   <ord>    
## 1 Q10.2_2    60 -0.0221 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q10.2_2 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1       -                     
## Increased Narrative Agency 1       1                     
## 
## P value adjustment method: bonferroni

3.6.7 Personality and Prior Experience: Robot Experience

Robot Experience

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 2.65 1.531
Increased Gamification 3.00 1.864
Increased Narrative Agency 3.05 1.877
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q10.2_3 by Q1.1
## Kruskal-Wallis chi-squared = 0.46899, df = 2, p-value = 0.791
## # A tibble: 1 × 5
##   .y.         n effsize method  magnitude
## * <chr>   <int>   <dbl> <chr>   <ord>    
## 1 Q10.2_3    60 -0.0269 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q10.2_3 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     1       -                     
## Increased Narrative Agency 1       1                     
## 
## P value adjustment method: bonferroni

3.6.7 Personality and Prior Experience: Programming Experience

Programming Experience

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 4.95 2.114
Increased Gamification 4.00 2.616
Increased Narrative Agency 5.40 1.930
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  Q10.2_4 by Q1.1
## Kruskal-Wallis chi-squared = 3.0448, df = 2, p-value = 0.2182
## # A tibble: 1 × 5
##   .y.         n effsize method  magnitude
## * <chr>   <int>   <dbl> <chr>   <ord>    
## 1 Q10.2_4    60  0.0183 eta2[H] small
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$Q10.2_4 and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.98    -                     
## Increased Narrative Agency 1.00    0.28                  
## 
## P value adjustment method: bonferroni

3.6.8 Verbal Engagement: Prompted Utterances

Prompted Utterances

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 40.398 14.467
Increased Gamification 105.652 32.630
Increased Narrative Agency 100.849 24.847
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  total_prompted_utterance by Q1.1
## Kruskal-Wallis chi-squared = 37.229, df = 2, p-value = 8.24e-09
## # A tibble: 1 × 5
##   .y.                          n effsize method  magnitude
## * <chr>                    <int>   <dbl> <chr>   <ord>    
## 1 total_prompted_utterance    60   0.618 eta2[H] large
## 
##  Pairwise comparisons using Wilcoxon rank sum exact test 
## 
## data:  df$total_prompted_utterance and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     5.2e-10 -                     
## Increased Narrative Agency 2.0e-09 1                     
## 
## P value adjustment method: bonferroni

3.6.8 Verbal Engagement: Unprompted Utterances

Unprompted Utterances

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 46.239 51.364
Increased Gamification 36.178 40.224
Increased Narrative Agency 78.001 49.231
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  total_unprompted_utterance by Q1.1
## Kruskal-Wallis chi-squared = 9.3018, df = 2, p-value = 0.009553
## # A tibble: 1 × 5
##   .y.                            n effsize method  magnitude
## * <chr>                      <int>   <dbl> <chr>   <ord>    
## 1 total_unprompted_utterance    60   0.128 eta2[H] moderate
## 
##  Pairwise comparisons using Wilcoxon rank sum test with continuity correction 
## 
## data:  df$total_unprompted_utterance and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.988   -                     
## Increased Narrative Agency 0.068   0.017                 
## 
## P value adjustment method: bonferroni

3.6.8 Verbal Engagement: Combined Utterances

Combined Utterances

Plot


Mean and Standard deviation:

Mean Standard Deviation
Control 86.637 57.997
Increased Gamification 141.830 64.597
Increased Narrative Agency 178.850 58.661
Kruskal-Wallis Test
## 
##  Kruskal-Wallis rank sum test
## 
## data:  total_time_utterance by Q1.1
## Kruskal-Wallis chi-squared = 22.026, df = 2, p-value = 1.649e-05
## # A tibble: 1 × 5
##   .y.                      n effsize method  magnitude
## * <chr>                <int>   <dbl> <chr>   <ord>    
## 1 total_time_utterance    60   0.351 eta2[H] large
## 
##  Pairwise comparisons using Wilcoxon rank sum exact test 
## 
## data:  df$total_time_utterance and df$Q1.1 
## 
##                            Control Increased Gamification
## Increased Gamification     0.002   -                     
## Increased Narrative Agency 1.7e-05 0.098                 
## 
## P value adjustment method: bonferroni